Effects of Immersive Virtual Reality Puzzle Solving Video Games on Cognition, Motor Control, and Functional Behavior in People with Schizophrenia Spectrum Disorders

Jen-Suh Chern, Yu-Chih Mao
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Abstract

The purpose of this study was to examine the effects of immersive virtual reality puzzle-solving videogame (IVRPSVG) training on improving cognition, motor control, and functional behavior in people with Schizophrenia Spectrum Disorder (SSD). This study was carried out with a randomized control and a pre-posttest design. There was a total of 22 participants (12 in the experimental group and 10 in the control group). The experimental group received IVRPSVG training for 12 weeks, three times a week, and 30 to 40 min each time. The control group received work activities intervention. The outcome measures include Color Trails Test one and two (CTT1 &2), Left-hand and Right-hand Box and Block Test (BBTR and BTTL), Timed Up and Go Test (TUG), and Functional Reach Test (FRT). A repeated measured two-way analysis of covariance was used to test whether the training in this study caused significant changes with SPSS 23.0 statistical software package. Statistically significant differences were determined at $p < 0.05$. The statistical analysis results showed that IVRPSVG was effective in (1) shortening the time spent on CTT1 ($p=0.01$), and (2) improving the performance in BBTL and TUG ($p=0.01,\ p=0.01$). There was no significant difference in functional behavior between the groups. This result indicated that IVRPSVG had a significant effect on the cognitive-motor integration ability (including path-motor skills, perceptual tracking, number sorting, and sustained attention), upper and left-hand gross motor manipulation, and lower-extremity motor control in patients with SSD. In addition, the work activities training also improved the cognition and motor control of the upper and lower extremities. The improvement in cognition and movement obtained by 12 weeks of training was not sufficient to reflect the changes in cognition and motor control in changes of functional behavior.
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沉浸式虚拟现实解谜视频游戏对精神分裂症谱系障碍患者认知、运动控制和功能行为的影响
本研究的目的是研究沉浸式虚拟现实解谜视频游戏(IVRPSVG)训练对改善精神分裂症谱系障碍(SSD)患者的认知、运动控制和功能行为的影响。本研究采用随机对照和前后测试设计。共22人,其中实验组12人,对照组10人。实验组接受IVRPSVG训练,为期12周,每周3次,每次30 ~ 40 min。对照组接受工作活动干预。结果测量包括颜色痕迹测试1和2 (CTT1和2),左手和右手盒子和块测试(BBTR和BTTL),计时起来和走测试(TUG)和功能到达测试(FRT)。使用SPSS 23.0统计软件包,采用重复测量的双向协方差分析检验本研究的训练是否造成显著性变化。差异有统计学意义,p < 0.05。统计分析结果表明,IVRPSVG在(1)缩短CTT1花费的时间($p=0.01$)和(2)提高BBTL和TUG的性能($p=0.01$,\ p=0.01$)方面有效。两组之间的功能行为无显著差异。该结果表明,IVRPSVG对SSD患者的认知-运动整合能力(包括路径-运动技能、知觉跟踪、数字分类和持续注意)、上肢和左手大肌肉运动操作和下肢运动控制有显著影响。此外,劳动活动训练还能提高上肢和下肢的认知和运动控制能力。12周的训练所获得的认知和运动方面的改善,不足以反映功能行为改变中认知和运动控制方面的改变。
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